Can the bug where ai can lock on to radar jammed entities please be fixed?

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    I mean this kind of stuff isn't funny.

    AndyP what is the status on fixing of the bug?
     
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    Are they supposed to do that? I assumed that it just decreased their detection range.
     
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    Are they supposed to do that? I assumed that it just decreased their detection range.
    No that wasn't the case when the ai was using long ranged lock on missiles. I was 11 km away and it still was able to lock on. But no matter how close I am it shouldn't be able to lock on. The ai should attempt to dumbfire the missiles, but not bloody lock on when I'm radarjammed, and have extremely light armour to specifically be able to do so -.-
     

    FlyingDebris

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    It's not a bug, AI being able to lock onto jammed ships was introduced back during the Illusive era when a bunch of players using jam capable ships were flying around nuking people at their HBs with the turrets not able to do jack to stop them. Was a real camping problem, and it'd probably turn out the same way if it were taken away.
     
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    No that wasn't the case when the ai was using long ranged lock on missiles. I was 11 km away and it still was able to lock on. But no matter how close I am it shouldn't be able to lock on. The ai should attempt to dumbfire the missiles, but not bloody lock on when I'm radarjammed, and have extremely light armour to specifically be able to do so -.-
     
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    Lecic

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    I think AI should probably still fire them as lock on missiles, but have reduced speed and turning speed when targeting jammed ships.
     
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    It's not a bug, AI being able to lock onto jammed ships was introduced back during the Illusive era when a bunch of players using jam capable ships were flying around nuking people at their HBs with the turrets not able to do jack to stop them. Was a real camping problem, and it'd probably turn out the same way if it were taken away.
    Is that still a problem with the fixed explosion system? Keep your hangar covered and you should be fine, right?
     

    Lecic

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    Is that still a problem with the fixed explosion system? Keep your hangar covered and you should be fine, right?
    Lag can lead to missiles going right through walls- it's happened to me before, got killed inside my homebase. You'd also get shot to pieces the moment you would try and leave the homebase.
     
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    I'm confused.
    Isn't that what jammers are for? To avoid lock-on?
    Isn't that what scanners are for? To break the jamming?

    Might as well just remove jamming. Scanners still work for cloak, tho. Right?

    So confused.
     
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    Oh, this is intended behaviour of AI Turrets/ Ships :( thats pretty annoying cause there is at this point not much reason to give a ship player controlled weapons... the reasons for this are:
    a) AI doesnt need time to lock on
    b) AI has good aiming even when the server is lagging and enemy ships' movement is unpredictably laggy as well
    c) AI can lock-on to radar jammed ships. while an all black/grey radar jammed ship is basically cloaked for a human player until he/she gets very close, AI can just launch a sniper missile at this ship, while the poor pilot flying the jammed ship didnt propably even see the AI Turret/Ship firing.
    d) AI ignores colour of hull and has 360° sphere field of view - even through solid object such as the ship its docked on, planets etc...

    In my opinion, AI shouldnt be as good or even better than a human player in terms of combat efficiency for one simple reason:
    Game balance. It should ALWAYS be better to have a faction mate in your turret or as a wingman, than an AI. Maybe with the one exception Anti-Missile-Turrets.

    I like to put a lot of time into designing a ships power systems and passive systems, and i very often try to install a jammer mostly for small scouts or Spec Ops Frigates etc. For those ships, the current behaviour of Bobby AI is kinda game breaking.
    Idk how i should feel about this and idk what i would do as a developer to be honest. I understand, that jammers as they have been were kind of exploitable. Unfortunatly, the current AI Turret behaviour ist exploitable as well, making some very power consuming systems literally useless.
    But im pretty sure there is a MUCH better way to prevent base camping and griefing, than to simply make AI turrets instant lock-on, 360° sphere field of view, radar jammer ignoring godlike things, as they are at the moment...

    For example, at the moment, i dont really care if there is a player in a ship/station that im attacking. I watch out for any Turrets, especially big missile turrets.

    Edit: @ kiraen: Radar Jammers removes your radar indicator and it is making it impossible for a HUMAN player to lock-on to your ship. They need to use a scanner first and then lock-on. Or simply another weapon system :p
     
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    It's not a bug, AI being able to lock onto jammed ships was introduced back during the Illusive era when a bunch of players using jam capable ships were flying around nuking people at their HBs with the turrets not able to do jack to stop them. Was a real camping problem, and it'd probably turn out the same way if it were taken away.
    It's a bug mate. You should have used cannon turrets then. The ai should try to dumbfire missiles if someone's radarjammed, just like a real player would. If the ai cannon turrets were unable to hit the ship that invaded you, it would be so small or so far away that you could

    a) attack it since it's small ship that has a hard time being hit
    b) if a big ship is invading you from far away kill those missiles with pds, if they're far away they'll really easily be shot down

    Does not make any sense whatsoever to make ai more capable than players, when it's exactly the opposite what starmade devs want (from livestream last year).

    Neither was this existing before. AI used to be able to not lock on to radarjammed ships, but not only that, they completely ignore ships that were radarjammed as if they were cloaked. They wouldn't even shoot their cannons on radarjammed ships.

    Also when CR had a skirmish with Thryn a while back the ai drone I had completely ruined the fun, since Thryn was using relatively flimsy ships in order to radarjam, so the drone I had did basically all the killing and was gamebreakingly annoying with it's lock on missiles.
     
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    It's a bug mate. You should have used cannon turrets then. The ai should try to dumbfire missiles if someone's radarjammed, just like a real player would. If the ai cannon turrets were unable to hit the ship that invaded you, it would be so small or so far away that you could

    a) attack it since it's small ship that has a hard time being hit
    b) if a big ship is invading you from far away kill those missiles with pds, if they're far away they'll really easily be shot down

    Does not make any sense whatsoever to make ai more capable than players, when it's exactly the opposite what starmade devs want (from livestream last year).

    Neither was this existing before. AI used to be able to not lock on to radarjammed ships, but not only that, they completely ignore ships that were radarjammed as if they were cloaked. They wouldn't even shoot their cannons on radarjammed ships.

    Also when CR had a skirmish with Thryn a while back the ai drone I had completely ruined the fun, since Thryn was using relatively flimsy ships in order to radarjam, so the drone I had did basically all the killing and was gamebreakingly annoying with it's lock on missiles.
    The radar jamming bug has been patched, As far as im aware.

    However as always you can report this bug once again on our tracker to get it reprocessed.

    There was a report I submited a while ago to do with just this, And as far as i was aware it was processed and fixed a few releases after that report..

    I suggest testing this and then submiting a report on it if it still happens.
     
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    In the latest build AI turrets do definitly lock-on to jammed ships. I remember a Piratestation_alpha firing a missile/pulse (iirc) on my perma-jammed scout (which fortunatly had 2 PD-Turrets). On the other hand, AI pirate ships seem to completely ignore my jammed ship until i get really close, depending on their weapons range. But they instantly fire any lock-on missile on you as soon as you get in range.
     
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    The radar jamming bug has been patched, As far as im aware.

    However as always you can report this bug once again on our tracker to get it reprocessed.

    There was a report I submited a while ago to do with just this, And as far as i was aware it was processed and fixed a few releases after that report..

    I suggest testing this and then submiting a report on it if it still happens.
    I literally tested it yesterday, I'll report it.
     

    Lecic

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    Jamming should not make you invulnerable to AI. It should only decrease their effectiveness.
     
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    Jamming should not make you invulnerable to AI. It should only decrease their effectiveness.
    Exactly, which is why they should not be able to lock on, they dumbfire or use their other weapons just like players would.
     

    Winterhome

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    If AI just had a damn lockon timer, that would be *really* nice. We should be able to lock on to radar jammed targets, but it should take much longer, and it should more or less require that your reticle is directly on them.

    That would balance it out with the whole AI thing.

    I'd say that there should also be some sort of system to allow a ship to break a missile's lock while it's in flight.


    By the way, pretty sure this is intended behavior that's just exasperated by the AI not really giving a rat's ass about target lock timers.
    [DOUBLEPOST=1440953140,1440953040][/DOUBLEPOST]
    Exactly, which is why they should not be able to lock on, they dumbfire or use their other weapons just like players would.
    Wouldn't say dumbfiring is a "real" solution. We just need a jamming overhaul in general, and we need AI to have a damn lockon timer. There are absolutely no games with decent gameplay out there in which it's *completely* impossible to get a missile lock against a target just because they have a low maintenance piece of equipment mounted.
     

    Keptick

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    Maybe the missiles use a visual lock hmmm? You never know :p

    Joking aside, it's kinda stupid that player missile locks are prevented by jammers but not AI. You should specify "missile lock" to prevent confusion btw, some people interpreted it as turrets being able to shoot jammed ships in general.
     
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    I'd like to see a small alert dot on the HUD related to locking.

    1) yellow : neutral or enemy has you selected with F key
    2) red : you are being locked onto by a ship's missile system
    3) flashing red : missile is out and coming towards you. Could have a small counter pop up next to the flashing dot showing amount of missiles headed at you

    Perhaps make this a passive ability of the scan computer? More module % = more range? 100% = 2 sectors or so? Would be another reason to have a good scanner setup.

    It does feel cheap to get sniped by a missile you don't even know was out.